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.. include:: /header.rst
:github_url: |github_link_base|/overview/animation.md
Animations
You can automatically change the value of a variable between a start and an end value using animations. The animation will happen by periodically calling an "animator" function with the corresponding value parameter.
The animator functions have the following prototype:
void func(void * var, lv_anim_var_t value);
This prototype is compatible with the majority of the set functions of LVGL. For example lv_obj_set_x(obj, value)
or lv_obj_set_width(obj, value)
Create an animation
To create an animation an lv_anim_t
variable has to be initialized and configured with lv_anim_set_...()
functions.
/* INITIALIZE AN ANIMATION
*-----------------------*/
lv_anim_t a;
lv_anim_init(&a);
/* MANDATORY SETTINGS
*------------------*/
/*Set the "animator" function*/
lv_anim_set_exec_cb(&a, (lv_anim_exec_xcb_t) lv_obj_set_x);
/*Set the "animator" function*/
lv_anim_set_var(&a, obj);
/*Length of the animation [ms]*/
lv_anim_set_time(&a, duration);
/*Set start and end values. E.g. 0, 150*/
lv_anim_set_values(&a, start, end);
/* OPTIONAL SETTINGS
*------------------*/
/*Time to wait before starting the animation [ms]*/
lv_anim_set_delay(&a, delay);
/*Set path (curve). Default is linear*/
lv_anim_set_path(&a, lv_anim_path_ease_in);
/*Set a callback to call when animation is ready.*/
lv_anim_set_ready_cb(&a, ready_cb);
/*Set a callback to call when animation is started (after delay).*/
lv_anim_set_start_cb(&a, start_cb);
/*Play the animation backward too with this duration. Default is 0 (disabled) [ms]*/
lv_anim_set_playback_time(&a, wait_time);
/*Delay before playback. Default is 0 (disabled) [ms]*/
lv_anim_set_playback_delay(&a, wait_time);
/*Number of repetitions. Default is 1. LV_ANIM_REPEAT_INFINIT for infinite repetition*/
lv_anim_set_repeat_count(&a, wait_time);
/*Delay before repeat. Default is 0 (disabled) [ms]*/
lv_anim_set_repeat_delay(&a, wait_time);
/*true (default): apply the start vale immediately, false: apply start vale after delay when then anim. really starts. */
lv_anim_set_early_apply(&a, true/false);
/* START THE ANIMATION
*------------------*/
lv_anim_start(&a); /*Start the animation*/
You can apply multiple different animations on the same variable at the same time.
For example, animate the x and y coordinates with lv_obj_set_x
and lv_obj_set_y
. However, only one animation can exist with a given variable and function pair.
Therefore lv_anim_start()
will delete the already existing variable-function animations.
Animation path
You can determinate the path of animation. The most simple case is linear, meaning the current value between start and end is changed with fixed steps. A path is a function which calculates the next value to set based on the current state of the animation. Currently, there are the following built-in paths functions:
lv_anim_path_linear
linear animationlv_anim_path_step
change in one step at the endlv_anim_path_ease_in
slow at the beginninglv_anim_path_ease_out
slow at the endlv_anim_path_ease_in_out
slow at the beginning and at the endlv_anim_path_overshoot
overshoot the end valuelv_anim_path_bounce
bounce back a little from the end value (like hitting a wall)
Speed vs time
By default, you set the animation time. But in some cases, setting the animation speed is more practical.
The lv_anim_speed_to_time(speed, start, end)
function calculates the required time in milliseconds to reach the end value from a start value with the given speed.
The speed is interpreted in unit/sec dimension. For example, lv_anim_speed_to_time(20,0,100)
will yield 5000 milliseconds. For example, in case of lv_obj_set_x
unit is pixels so 20 means 20 px/sec speed.
Delete animations
You can delete an animation with lv_anim_del(var, func)
if you provide the animated variable and its animator function.
Examples
.. include:: ../../examples/anim/index.rst
API
.. doxygenfile:: lv_anim.h
:project: lvgl